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Messages - slidelljohn

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21
You're welcome my friend! :)

I figured the pictures would probably help. I'll let you know as soon as I finish writing
the exact compression with the sliding window. I have a few other things that I'm working
on and I have work tomorrow so maybe Tuesday or Wednesday Ill have time to get another
update for you.

22
@cospefogo
Hey, my friend! Just checking in to see if you did anything with contra to
"CHANGE the number of the subsequent levels"? If not, I could finish the code
for you.

23
"ROM address D3500"
This is not a rom address this is a pc address. D3500(pc) = $9A:B500(rom), $9A:B500 - 84:8000 = $16:3500
00 35 16 would be the pointer.

"I change both pointers to 00350B and 90390B"
These pointers do not look like they are correct.


24

Here is a test program that can convert gfx to a usable format by never activating
the sliding widow 0 bits. It just uses the 1 bits to load non-compressed data. I
wont have time until probably next week to finish writing a exact compressor but
this should work for now for you to run some test with the graphics showing in game.
http://www.mediafire.com/file/2psp7fr0kcjcbsc/BlackthorneCompressor_Test.rar/file

Open your gfx that you want compressed (no larger than 0xfff) then compress and it will
create a usable file to place in the rom. What I did to test the gfx to make sure they loaded
was I put the gfx at 9f:f000 and the pointer is at 84:80a0. The pointer that I used was
00 70 1b. 84:8000 + 1b:7000 = 9f:f000.

25
Sorry, but I do not know of a utility. I did take a look at the format and it is a simple
sliding window format. Do you have the file for the new font? I could get it compressed
for you if you do. :)

Code: [Select]
dma from rom to ram
80:9F92 00   //from rom 0x1000 times without incrementing rom address
7e:4000      //to ram 0x1000 times with incrementing ram address

This 0x00's out 07e:4000-7e:4fff

compressed gfx format
xx xx = 2bytes = size

xx    = 1 byte of compression bit flags, 1's = no compression just load a byte, 0's = start sliding window compression

xx yx = 2 sliding window compression bytes, switch order to yx xx, y = y + 3 which is how many bytes to load
        x xx + 7e:4000 = sliding window position

26
Looks like a sliding window compression but I could be wrong.

Code: [Select]
$84:B727-$84:B976 //font compressed data
============================================

$80/A197 A9 00 40    LDA #$4000              A:0084 X:B727 Y:B727 D:0000 DB:00 S:01F5 P:eNvmxdIzcHC:0236 VC:008 00 FL:04
$80/A19A 85 36       STA $36    [$00:0036]   A:4000 X:B727 Y:B727 D:0000 DB:00 S:01F5 P:envmxdIzcHC:0254 VC:008 00 FL:04
$80/A19C A9 7E 00    LDA #$007E              A:4000 X:B727 Y:B727 D:0000 DB:00 S:01F5 P:envmxdIzcHC:0282 VC:008 00 FL:04
$80/A19F 85 38       STA $38    [$00:0038]   A:007E X:B727 Y:B727 D:0000 DB:00 S:01F5 P:envmxdIzcHC:0300 VC:008 00 FL:04
$80/A1A1 B7 2E       LDA [$2E],y[$84:B727]   A:007E X:B727 Y:B727 D:0000 DB:00 S:01F5 P:envmxdIzcHC:0352 VC:008 00 FL:04 //start of compressed data
$80/A1A3 C8          INY                     A:0400 X:B727 Y:B727 D:0000 DB:00 S:01F5 P:envmxdIzcHC:0400 VC:008 00 FL:04 //0x400 decompression size
.......
.......
.......
$80/A23D B7 2E       LDA [$2E],y[$84:B975]   A:0102 X:03FC Y:B975 D:0000 DB:00 S:01F5 P:envMxdIzcHC:0298 VC:012 00 FL:04
$80/A23F 85 4C       STA $4C    [$00:004C]   A:0179 X:03FC Y:B975 D:0000 DB:00 S:01F5 P:envMxdIzcHC:0340 VC:012 00 FL:04
$80/A241 C8          INY                     A:0179 X:03FC Y:B975 D:0000 DB:00 S:01F5 P:envMxdIzcHC:0360 VC:012 00 FL:04
$80/A242 F0 43       BEQ $43    [$A287]      A:0179 X:03FC Y:B976 D:0000 DB:00 S:01F5 P:eNvMxdIzcHC:0372 VC:012 00 FL:04
$80/A244 B7 2E       LDA [$2E],y[$84:B976]   A:0179 X:03FC Y:B976 D:0000 DB:00 S:01F5 P:eNvMxdIzcHC:0408 VC:012 00 FL:04 //end of compressed data
$80/A246 85 4D       STA $4D    [$00:004D]   A:0110 X:03FC Y:B976 D:0000 DB:00 S:01F5 P:envMxdIzcHC:0450 VC:012 00 FL:04
$80/A248 C8          INY                     A:0110 X:03FC Y:B976 D:0000 DB:00 S:01F5 P:envMxdIzcHC:0470 VC:012 00 FL:04
$80/A249 F0 43       BEQ $43    [$A28E]      A:0110 X:03FC Y:B977 D:0000 DB:00 S:01F5 P:eNvMxdIzcHC:0482 VC:012 00 FL:04
$80/A24B 84 20       STY $20    [$00:0020]   A:0110 X:03FC Y:B977 D:0000 DB:00 S:01F5 P:eNvMxdIzcHC:0494 VC:012 00 FL:04
$80/A24D C2 20       REP #$20                A:0110 X:03FC Y:B977 D:0000 DB:00 S:01F5 P:eNvMxdIzcHC:0522 VC:012 00 FL:04
$80/A24F A5 4C       LDA $4C    [$00:004C]   A:0110 X:03FC Y:B977 D:0000 DB:00 S:01F5 P:eNvmxdIzcHC:0540 VC:012 00 FL:04
$80/A251 29 FF 0F    AND #$0FFF              A:1079 X:03FC Y:B977 D:0000 DB:00 S:01F5 P:envmxdIzcHC:0568 VC:012 00 FL:04
$80/A254 A8          TAY                     A:0079 X:03FC Y:B977 D:0000 DB:00 S:01F5 P:envmxdIzcHC:0586 VC:012 00 FL:04
$80/A255 A5 4C       LDA $4C    [$00:004C]   A:0079 X:03FC Y:0079 D:0000 DB:00 S:01F5 P:envmxdIzcHC:0598 VC:012 00 FL:04
$80/A257 29 00 F0    AND #$F000              A:1079 X:03FC Y:0079 D:0000 DB:00 S:01F5 P:envmxdIzcHC:0626 VC:012 00 FL:04
$80/A25A 0A          ASL A                   A:1000 X:03FC Y:0079 D:0000 DB:00 S:01F5 P:envmxdIzcHC:0644 VC:012 00 FL:04
$80/A25B 2A          ROL A                   A:2000 X:03FC Y:0079 D:0000 DB:00 S:01F5 P:envmxdIzcHC:0656 VC:012 00 FL:04
$80/A25C 2A          ROL A                   A:4000 X:03FC Y:0079 D:0000 DB:00 S:01F5 P:envmxdIzcHC:0668 VC:012 00 FL:04
$80/A25D 2A          ROL A                   A:8000 X:03FC Y:0079 D:0000 DB:00 S:01F5 P:eNvmxdIzcHC:0680 VC:012 00 FL:04
$80/A25E 2A          ROL A                   A:0000 X:03FC Y:0079 D:0000 DB:00 S:01F5 P:envmxdIZCHC:0692 VC:012 00 FL:04
$80/A25F 69 03 00    ADC #$0003              A:0001 X:03FC Y:0079 D:0000 DB:00 S:01F5 P:envmxdIzcHC:0704 VC:012 00 FL:04
$80/A262 85 4C       STA $4C    [$00:004C]   A:0004 X:03FC Y:0079 D:0000 DB:00 S:01F5 P:envmxdIzcHC:0722 VC:012 00 FL:04
$80/A264 98          TYA                     A:0004 X:03FC Y:0079 D:0000 DB:00 S:01F5 P:envmxdIzcHC:0750 VC:012 00 FL:04
$80/A265 65 4C       ADC $4C    [$00:004C]   A:0079 X:03FC Y:0079 D:0000 DB:00 S:01F5 P:envmxdIzcHC:0762 VC:012 00 FL:04
$80/A267 29 FF 0F    AND #$0FFF              A:007D X:03FC Y:0079 D:0000 DB:00 S:01F5 P:envmxdIzcHC:0790 VC:012 00 FL:04
$80/A26A 85 4C       STA $4C    [$00:004C]   A:007D X:03FC Y:0079 D:0000 DB:00 S:01F5 P:envmxdIzcHC:0808 VC:012 00 FL:04
$80/A26C E2 20       SEP #$20                A:007D X:03FC Y:0079 D:0000 DB:00 S:01F5 P:envmxdIzcHC:0836 VC:012 00 FL:04
$80/A26E B7 36       LDA [$36],y[$7E:4079]   A:007D X:03FC Y:0079 D:0000 DB:00 S:01F5 P:envMxdIzcHC:0878 VC:012 00 FL:04
$80/A270 9F 00 40 7E STA $7E4000,x[$7E:43FC] A:00FF X:03FC Y:0079 D:0000 DB:00 S:01F5 P:eNvMxdIzcHC:0922 VC:012 00 FL:04
$80/A274 C8          INY                     A:00FF X:03FC Y:0079 D:0000 DB:00 S:01F5 P:eNvMxdIzcHC:0954 VC:012 00 FL:04
$80/A275 C0 00 10    CPY #$1000              A:00FF X:03FC Y:007A D:0000 DB:00 S:01F5 P:envMxdIzcHC:0966 VC:012 00 FL:04
$80/A278 F0 1B       BEQ $1B    [$A295]      A:00FF X:03FC Y:007A D:0000 DB:00 S:01F5 P:eNvMxdIzcHC:0984 VC:012 00 FL:04
$80/A27A E8          INX                     A:00FF X:03FC Y:007A D:0000 DB:00 S:01F5 P:eNvMxdIzcHC:0996 VC:012 00 FL:04
$80/A27B E4 4A       CPX $4A    [$00:004A]   A:00FF X:03FD Y:007A D:0000 DB:00 S:01F5 P:envMxdIzcHC:1008 VC:012 00 FL:04
$80/A27D F0 1B       BEQ $1B    [$A29A]      A:00FF X:03FD Y:007A D:0000 DB:00 S:01F5 P:eNvMxdIzcHC:1036 VC:012 00 FL:04
$80/A27F C4 4C       CPY $4C    [$00:004C]   A:00FF X:03FD Y:007A D:0000 DB:00 S:01F5 P:eNvMxdIzcHC:1048 VC:012 00 FL:04
$80/A281 D0 EB       BNE $EB    [$A26E]      A:00FF X:03FD Y:007A D:0000 DB:00 S:01F5 P:eNvMxdIzcHC:1076 VC:012 00 FL:04
$80/A26E B7 36       LDA [$36],y[$7E:407A]   A:00FF X:03FD Y:007A D:0000 DB:00 S:01F5 P:eNvMxdIzcHC:1118 VC:012 00 FL:04
$80/A270 9F 00 40 7E STA $7E4000,x[$7E:43FD] A:00FF X:03FD Y:007A D:0000 DB:00 S:01F5 P:eNvMxdIzcHC:1162 VC:012 00 FL:04
$80/A274 C8          INY                     A:00FF X:03FD Y:007A D:0000 DB:00 S:01F5 P:eNvMxdIzcHC:1194 VC:012 00 FL:04
$80/A275 C0 00 10    CPY #$1000              A:00FF X:03FD Y:007B D:0000 DB:00 S:01F5 P:envMxdIzcHC:1206 VC:012 00 FL:04
$80/A278 F0 1B       BEQ $1B    [$A295]      A:00FF X:03FD Y:007B D:0000 DB:00 S:01F5 P:eNvMxdIzcHC:1224 VC:012 00 FL:04
$80/A27A E8          INX                     A:00FF X:03FD Y:007B D:0000 DB:00 S:01F5 P:eNvMxdIzcHC:1236 VC:012 00 FL:04
$80/A27B E4 4A       CPX $4A    [$00:004A]   A:00FF X:03FE Y:007B D:0000 DB:00 S:01F5 P:envMxdIzcHC:1248 VC:012 00 FL:04
$80/A27D F0 1B       BEQ $1B    [$A29A]      A:00FF X:03FE Y:007B D:0000 DB:00 S:01F5 P:eNvMxdIzcHC:1276 VC:012 00 FL:04
$80/A27F C4 4C       CPY $4C    [$00:004C]   A:00FF X:03FE Y:007B D:0000 DB:00 S:01F5 P:eNvMxdIzcHC:1288 VC:012 00 FL:04
$80/A281 D0 EB       BNE $EB    [$A26E]      A:00FF X:03FE Y:007B D:0000 DB:00 S:01F5 P:eNvMxdIzcHC:1316 VC:012 00 FL:04
$80/A26E B7 36       LDA [$36],y[$7E:407B]   A:00FF X:03FE Y:007B D:0000 DB:00 S:01F5 P:eNvMxdIzcHC:1358 VC:012 00 FL:04
$80/A270 9F 00 40 7E STA $7E4000,x[$7E:43FE] A:00FF X:03FE Y:007B D:0000 DB:00 S:01F5 P:eNvMxdIzcHC:0034 VC:013 00 FL:04
$80/A274 C8          INY                     A:00FF X:03FE Y:007B D:0000 DB:00 S:01F5 P:eNvMxdIzcHC:0066 VC:013 00 FL:04
$80/A275 C0 00 10    CPY #$1000              A:00FF X:03FE Y:007C D:0000 DB:00 S:01F5 P:envMxdIzcHC:0078 VC:013 00 FL:04
$80/A278 F0 1B       BEQ $1B    [$A295]      A:00FF X:03FE Y:007C D:0000 DB:00 S:01F5 P:eNvMxdIzcHC:0096 VC:013 00 FL:04
$80/A27A E8          INX                     A:00FF X:03FE Y:007C D:0000 DB:00 S:01F5 P:eNvMxdIzcHC:0108 VC:013 00 FL:04
$80/A27B E4 4A       CPX $4A    [$00:004A]   A:00FF X:03FF Y:007C D:0000 DB:00 S:01F5 P:envMxdIzcHC:0120 VC:013 00 FL:04
$80/A27D F0 1B       BEQ $1B    [$A29A]      A:00FF X:03FF Y:007C D:0000 DB:00 S:01F5 P:eNvMxdIzcHC:0148 VC:013 00 FL:04
$80/A27F C4 4C       CPY $4C    [$00:004C]   A:00FF X:03FF Y:007C D:0000 DB:00 S:01F5 P:eNvMxdIzcHC:0160 VC:013 00 FL:04
$80/A281 D0 EB       BNE $EB    [$A26E]      A:00FF X:03FF Y:007C D:0000 DB:00 S:01F5 P:eNvMxdIzcHC:0188 VC:013 00 FL:04
$80/A26E B7 36       LDA [$36],y[$7E:407C]   A:00FF X:03FF Y:007C D:0000 DB:00 S:01F5 P:eNvMxdIzcHC:0230 VC:013 00 FL:04
$80/A270 9F 00 40 7E STA $7E4000,x[$7E:43FF] A:00FF X:03FF Y:007C D:0000 DB:00 S:01F5 P:eNvMxdIzcHC:0274 VC:013 00 FL:04 //end of decompressed gfx
$80/A274 C8          INY                     A:00FF X:03FF Y:007C D:0000 DB:00 S:01F5 P:eNvMxdIzcHC:0306 VC:013 00 FL:04
$80/A275 C0 00 10    CPY #$1000              A:00FF X:03FF Y:007D D:0000 DB:00 S:01F5 P:envMxdIzcHC:0318 VC:013 00 FL:04
$80/A278 F0 1B       BEQ $1B    [$A295]      A:00FF X:03FF Y:007D D:0000 DB:00 S:01F5 P:eNvMxdIzcHC:0336 VC:013 00 FL:04
$80/A27A E8          INX                     A:00FF X:03FF Y:007D D:0000 DB:00 S:01F5 P:eNvMxdIzcHC:0348 VC:013 00 FL:04
$80/A27B E4 4A       CPX $4A    [$00:004A]   A:00FF X:0400 Y:007D D:0000 DB:00 S:01F5 P:envMxdIzcHC:0360 VC:013 00 FL:04
$80/A27D F0 1B       BEQ $1B    [$A29A]      A:00FF X:0400 Y:007D D:0000 DB:00 S:01F5 P:envMxdIZCHC:0388 VC:013 00 FL:04
$80/A29A 20 A4 A2    JSR $A2A4  [$80:A2A4]   A:00FF X:0400 Y:007D D:0000 DB:00 S:01F5 P:envMxdIZCHC:0406 VC:013 00 FL:04 

27
Help Wanted Ads / Re: Micro Machines SNES bugs fix
« on: September 21, 2020, 03:00:54 pm »
You're welcome Vag! :)  I'm glad I was able to help you. :woot!:

I figured it was something like needing to be approved.
Yes, mine are published immediately.

I don't really think it was a bug but I guess it just depends how someone looks at it.
I wouldn't include it in a bug patch but you could include the source when you upload
your translation if you like. If #1 and #2 are bugs and you fix them I think you should
create a separate patch for each one and upload them.

After you test it thoroughly and if everything works, when you you upload it and
mention my name for the assembly bug fix, can you mention it for my contributions
on for my profile? I only have a few contributions and most of them are for helping
other people with translations.

The other stuff your working on sounds interesting and its awesome that you are teaching
your son.

Thanks for offering to send me more details for the round editor but I don't really have
any interest in Micro Machines. I think it was my 1st time playing it. I just seen you were
almost finished with your translation and I thought I could help you. It was fun, I like
fixing bugs. If you run into any other problems I'll try to help if I can.

28
Help Wanted Ads / Re: Micro Machines SNES bugs fix
« on: September 21, 2020, 11:44:36 am »
I had replied, but my reply wasn't published.
This is odd :o
1st time I have seen a delay in a post like this before. Even your
last post only showed up within the last few hours. I wonder what
caused the delay. I'm not sure whats going on with the post its very
strange but hopefully the patch I made works for you. :)

29
Help Wanted Ads / Re: Micro Machines SNES bugs fix
« on: September 20, 2020, 01:44:34 pm »
Well that's one bug down. :D

Anytime you think you found a bug its always good to check if it
occurs on real hardware or one of the most accurate emulators.

Can you edit just one of the strings like how you would in your
translation but using original rom instead and show a picture of
the bug, the data, and pointer for the string? The patch would
also probable help.

I can see the bug with 2 players using H(0x48) instead of a space(0x20)


Do you need the H to move over to the right by 4 tiles on row 0x0D?
Do you have pointers for the names?

It looks like 2 and 3 players need their own string. Would that fix
it instead of them both sharing the same string?


update:
I might be able to write new code so you wouldn't need to add this:
FE 0B 0D 20
FE 13 0D 20
FE 1B 0D 20

I just need the pointers to the names so I can do a test. If I
cant write code for that then I can create a new string so player 2
and player 3 will have their own. I don't even need a patch or more
pictures just those pointers to the names.

September 20, 2020, 06:12:02 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
I think I fixed your bug but I'm not sure since I don't have
a patch for it but here is the code.

original code for storing name on row 0x0D:
Code: [Select]
Disassembly:
$01/B942 20 7D A3    JSR $A37D  [$01:A37D]   A:0000 X:0000 Y:0087 D:0000 DB:01 S:01F8 P:envmxdiZcHC:0896 VC:092 00 FL:65527

Disassembly:
$01/A37D 08          PHP                     A:2002 X:00E0 Y:0086 D:0000 DB:01 S:01F2 P:envmxdizcHC:0044 VC:000 00 FL:65524
$01/A37E C2 30       REP #$30                A:2002 X:00E0 Y:0086 D:0000 DB:01 S:01F2 P:envmxdizcHC:0060 VC:000 00 FL:65524
$01/A380 22 52 FD 00 JSL $00FD52[$00:FD52]   A:2002 X:00E0 Y:0086 D:0000 DB:01 S:01F2 P:envmxdizcHC:0068 VC:000 00 FL:65524
$01/A384 E2 20       SEP #$20                A:2002 X:00E0 Y:0086 D:0000 DB:01 S:01F2 P:envmxdizcHC:0084 VC:000 00 FL:65524
$01/A386 A9 80       LDA #$80                A:2002 X:00E0 Y:0086 D:0000 DB:01 S:01F2 P:envMxdizcHC:0092 VC:000 00 FL:65524
$01/A388 8D 15 21    STA $2115  [$01:2115]   A:2002 X:00E0 Y:0086 D:0000 DB:01 S:01F2 P:envMxdizcHC:0100 VC:000 00 FL:65524
$01/A38B C2 20       REP #$20                A:2002 X:00E0 Y:0086 D:0000 DB:01 S:01F2 P:envMxdizcHC:0116 VC:000 00 FL:65524
$01/A38D AF CC 21 7E LDA $7E21CC[$7E:21CC]   A:2002 X:00E0 Y:0086 D:0000 DB:01 S:01F2 P:envmxdizcHC:0124 VC:000 00 FL:65524
$01/A391 0A          ASL A                   A:2002 X:00E0 Y:0086 D:0000 DB:01 S:01F2 P:envmxdizcHC:0132 VC:000 00 FL:65524
$01/A392 AA          TAX                     A:2002 X:00E0 Y:0086 D:0000 DB:01 S:01F2 P:envmxdizcHC:0140 VC:000 00 FL:65524
$01/A393 BF CE 21 7E LDA $7E21CE,x[$7E:22AE] A:2002 X:00E0 Y:0086 D:0000 DB:01 S:01F2 P:envmxdizcHC:0148 VC:000 00 FL:65524
$01/A397 4A          LSR A                   A:2002 X:00E0 Y:0086 D:0000 DB:01 S:01F2 P:envmxdizcHC:0156 VC:000 00 FL:65524
$01/A398 4A          LSR A                   A:2002 X:00E0 Y:0086 D:0000 DB:01 S:01F2 P:envmxdizcHC:0164 VC:000 00 FL:65524
$01/A399 4A          LSR A                   A:2002 X:00E0 Y:0086 D:0000 DB:01 S:01F2 P:envmxdizcHC:0172 VC:000 00 FL:65524
$01/A39A 8D D6 00    STA $00D6  [$01:00D6]   A:2002 X:00E0 Y:0086 D:0000 DB:01 S:01F2 P:envmxdizcHC:0180 VC:000 00 FL:65524
$01/A39D BF D6 21 7E LDA $7E21D6,x[$7E:22B6] A:2002 X:00E0 Y:0086 D:0000 DB:01 S:01F2 P:envmxdizcHC:0188 VC:000 00 FL:65524
$01/A3A1 29 F8 FF    AND #$FFF8              A:2002 X:00E0 Y:0086 D:0000 DB:01 S:01F2 P:envmxdizcHC:0196 VC:000 00 FL:65524
$01/A3A4 0A          ASL A                   A:2002 X:00E0 Y:0086 D:0000 DB:01 S:01F2 P:envmxdizcHC:0204 VC:000 00 FL:65524
$01/A3A5 0A          ASL A                   A:2002 X:00E0 Y:0086 D:0000 DB:01 S:01F2 P:envmxdizcHC:0212 VC:000 00 FL:65524
$01/A3A6 18          CLC                     A:2002 X:00E0 Y:0086 D:0000 DB:01 S:01F2 P:envmxdizcHC:0220 VC:000 00 FL:65524
$01/A3A7 6D D6 00    ADC $00D6  [$01:00D6]   A:2002 X:00E0 Y:0086 D:0000 DB:01 S:01F2 P:envmxdizcHC:0228 VC:000 00 FL:65524
$01/A3AA 69 E0 00    ADC #$00E0              A:2002 X:00E0 Y:0086 D:0000 DB:01 S:01F2 P:envmxdizcHC:0236 VC:000 00 FL:65524
$01/A3AD 69 00 40    ADC #$4000              A:2002 X:00E0 Y:0086 D:0000 DB:01 S:01F2 P:envmxdizcHC:0244 VC:000 00 FL:65524
$01/A3B0 8D 16 21    STA $2116  [$01:2116]   A:2002 X:00E0 Y:0086 D:0000 DB:01 S:01F2 P:envmxdizcHC:0252 VC:000 00 FL:65524
$01/A3B3 AF 64 21 7E LDA $7E2164[$7E:2164]   A:2002 X:00E0 Y:0086 D:0000 DB:01 S:01F2 P:envmxdizcHC:0260 VC:000 00 FL:65524
$01/A3B7 0A          ASL A                   A:2002 X:00E0 Y:0086 D:0000 DB:01 S:01F2 P:envmxdizcHC:0268 VC:000 00 FL:65524
$01/A3B8 AA          TAX                     A:2002 X:00E0 Y:0086 D:0000 DB:01 S:01F2 P:envmxdizcHC:0276 VC:000 00 FL:65524
$01/A3B9 BF 80 21 7E LDA $7E2180,x[$7E:2260] A:2002 X:00E0 Y:0086 D:0000 DB:01 S:01F2 P:envmxdizcHC:0284 VC:000 00 FL:65524
$01/A3BD 0A          ASL A                   A:2002 X:00E0 Y:0086 D:0000 DB:01 S:01F2 P:envmxdizcHC:0292 VC:000 00 FL:65524
$01/A3BE 0A          ASL A                   A:2002 X:00E0 Y:0086 D:0000 DB:01 S:01F2 P:envmxdizcHC:0300 VC:000 00 FL:65524
$01/A3BF 0A          ASL A                   A:2002 X:00E0 Y:0086 D:0000 DB:01 S:01F2 P:envmxdizcHC:0308 VC:000 00 FL:65524
$01/A3C0 0A          ASL A                   A:2002 X:00E0 Y:0086 D:0000 DB:01 S:01F2 P:envmxdizcHC:0316 VC:000 00 FL:65524
$01/A3C1 AA          TAX                     A:2002 X:00E0 Y:0086 D:0000 DB:01 S:01F2 P:envmxdizcHC:0324 VC:000 00 FL:65524
$01/A3C2 A0 05 00    LDY #$0005              A:2002 X:00E0 Y:0086 D:0000 DB:01 S:01F2 P:envmxdizcHC:0332 VC:000 00 FL:65524
$01/A3C5 E2 20       SEP #$20                A:2002 X:00E0 Y:0086 D:0000 DB:01 S:01F2 P:envmxdizcHC:0348 VC:000 00 FL:65524
$01/A3C7 BF 84 A7 01 LDA $01A784,x[$01:A864] A:2002 X:00E0 Y:0086 D:0000 DB:01 S:01F2 P:envMxdizcHC:0356 VC:000 00 FL:65524
$01/A3CB C2 20       REP #$20                A:2002 X:00E0 Y:0086 D:0000 DB:01 S:01F2 P:envMxdizcHC:0372 VC:000 00 FL:65524
$01/A3CD 29 3F 00    AND #$003F              A:2002 X:00E0 Y:0086 D:0000 DB:01 S:01F2 P:envmxdizcHC:0380 VC:000 00 FL:65524
$01/A3D0 18          CLC                     A:2002 X:00E0 Y:0086 D:0000 DB:01 S:01F2 P:envmxdizcHC:0388 VC:000 00 FL:65524
$01/A3D1 69 00 02    ADC #$0200              A:2002 X:00E0 Y:0086 D:0000 DB:01 S:01F2 P:envmxdizcHC:0396 VC:000 00 FL:65524
$01/A3D4 09 00 20    ORA #$2000              A:2002 X:00E0 Y:0086 D:0000 DB:01 S:01F2 P:envmxdizcHC:0404 VC:000 00 FL:65524
$01/A3D7 8D 18 21    STA $2118  [$01:2118]   A:2002 X:00E0 Y:0086 D:0000 DB:01 S:01F2 P:envmxdizcHC:0412 VC:000 00 FL:65524
$01/A3DA E8          INX                     A:2002 X:00E0 Y:0086 D:0000 DB:01 S:01F2 P:envmxdizcHC:0420 VC:000 00 FL:65524
$01/A3DB 88          DEY                     A:2002 X:00E0 Y:0086 D:0000 DB:01 S:01F2 P:envmxdizcHC:0428 VC:000 00 FL:65524
$01/A3DC 10 E7       BPL $E7    [$A3C5]      A:2002 X:00E0 Y:0086 D:0000 DB:01 S:01F2 P:envmxdizcHC:0436 VC:000 00 FL:65524
$01/A3DE 28          PLP                     A:2002 X:00E0 Y:0086 D:0000 DB:01 S:01F2 P:envmxdizcHC:0444 VC:000 00 FL:65524
$01/A3DF 60          RTS                     A:2002 X:00E0 Y:0086 D:0000 DB:01 S:01F2 P:envmxdizcHC:0452 VC:000 00 FL:65524


new code for storing name on row 0x0D:
Code: [Select]
Disassembly:
$01/B942 20 00 FF    JSR $FF00  [$01:FF00]   A:2002 X:00E0 Y:0086 D:0000 DB:01 S:01F2 P:envmxdizcHC:0460 VC:000 00 FL:65524

Disassembly:
$01/FF00 08          PHP                     A:2002 X:00E0 Y:0086 D:0000 DB:01 S:01F2 P:envmxdizcHC:0476 VC:000 00 FL:65524
$01/FF01 C2 30       REP #$30                A:2002 X:00E0 Y:0086 D:0000 DB:01 S:01F2 P:envmxdizcHC:0492 VC:000 00 FL:65524
$01/FF03 22 52 FD 00 JSL $00FD52[$00:FD52]   A:2002 X:00E0 Y:0086 D:0000 DB:01 S:01F2 P:envmxdizcHC:0500 VC:000 00 FL:65524
$01/FF07 E2 20       SEP #$20                A:2002 X:00E0 Y:0086 D:0000 DB:01 S:01F2 P:envmxdizcHC:0516 VC:000 00 FL:65524
$01/FF09 A9 80       LDA #$80                A:2002 X:00E0 Y:0086 D:0000 DB:01 S:01F2 P:envMxdizcHC:0524 VC:000 00 FL:65524
$01/FF0B 8D 15 21    STA $2115  [$01:2115]   A:2002 X:00E0 Y:0086 D:0000 DB:01 S:01F2 P:envMxdizcHC:0532 VC:000 00 FL:65524
$01/FF0E C2 20       REP #$20                A:2002 X:00E0 Y:0086 D:0000 DB:01 S:01F2 P:envMxdizcHC:0548 VC:000 00 FL:65524
$01/FF10 AF CC 21 7E LDA $7E21CC[$7E:21CC]   A:2002 X:00E0 Y:0086 D:0000 DB:01 S:01F2 P:envmxdizcHC:0556 VC:000 00 FL:65524
$01/FF14 0A          ASL A                   A:2002 X:00E0 Y:0086 D:0000 DB:01 S:01F2 P:envmxdizcHC:0564 VC:000 00 FL:65524
$01/FF15 AA          TAX                     A:2002 X:00E0 Y:0086 D:0000 DB:01 S:01F2 P:envmxdizcHC:0572 VC:000 00 FL:65524
$01/FF16 BF CE 21 7E LDA $7E21CE,x[$7E:22AE] A:2002 X:00E0 Y:0086 D:0000 DB:01 S:01F2 P:envmxdizcHC:0580 VC:000 00 FL:65524
$01/FF1A 4A          LSR A                   A:2002 X:00E0 Y:0086 D:0000 DB:01 S:01F2 P:envmxdizcHC:0588 VC:000 00 FL:65524
$01/FF1B 4A          LSR A                   A:2002 X:00E0 Y:0086 D:0000 DB:01 S:01F2 P:envmxdizcHC:0596 VC:000 00 FL:65524
$01/FF1C 4A          LSR A                   A:2002 X:00E0 Y:0086 D:0000 DB:01 S:01F2 P:envmxdizcHC:0604 VC:000 00 FL:65524
$01/FF1D 8D D6 00    STA $00D6  [$01:00D6]   A:2002 X:00E0 Y:0086 D:0000 DB:01 S:01F2 P:envmxdizcHC:0612 VC:000 00 FL:65524
$01/FF20 BF D6 21 7E LDA $7E21D6,x[$7E:22B6] A:2002 X:00E0 Y:0086 D:0000 DB:01 S:01F2 P:envmxdizcHC:0620 VC:000 00 FL:65524
$01/FF24 29 F8 FF    AND #$FFF8              A:2002 X:00E0 Y:0086 D:0000 DB:01 S:01F2 P:envmxdizcHC:0628 VC:000 00 FL:65524
$01/FF27 0A          ASL A                   A:2002 X:00E0 Y:0086 D:0000 DB:01 S:01F2 P:envmxdizcHC:0636 VC:000 00 FL:65524
$01/FF28 0A          ASL A                   A:2002 X:00E0 Y:0086 D:0000 DB:01 S:01F2 P:envmxdizcHC:0644 VC:000 00 FL:65524
$01/FF29 18          CLC                     A:2002 X:00E0 Y:0086 D:0000 DB:01 S:01F2 P:envmxdizcHC:0652 VC:000 00 FL:65524
$01/FF2A 6D D6 00    ADC $00D6  [$01:00D6]   A:2002 X:00E0 Y:0086 D:0000 DB:01 S:01F2 P:envmxdizcHC:0660 VC:000 00 FL:65524
$01/FF2D 69 E0 00    ADC #$00E0              A:2002 X:00E0 Y:0086 D:0000 DB:01 S:01F2 P:envmxdizcHC:0668 VC:000 00 FL:65524
$01/FF30 69 00 40    ADC #$4000              A:2002 X:00E0 Y:0086 D:0000 DB:01 S:01F2 P:envmxdizcHC:0676 VC:000 00 FL:65524
$01/FF33 8D 16 21    STA $2116  [$01:2116]   A:2002 X:00E0 Y:0086 D:0000 DB:01 S:01F2 P:envmxdizcHC:0684 VC:000 00 FL:65524
$01/FF36 AF 64 21 7E LDA $7E2164[$7E:2164]   A:2002 X:00E0 Y:0086 D:0000 DB:01 S:01F2 P:envmxdizcHC:0692 VC:000 00 FL:65524
$01/FF3A 0A          ASL A                   A:2002 X:00E0 Y:0086 D:0000 DB:01 S:01F2 P:envmxdizcHC:0700 VC:000 00 FL:65524
$01/FF3B AA          TAX                     A:2002 X:00E0 Y:0086 D:0000 DB:01 S:01F2 P:envmxdizcHC:0708 VC:000 00 FL:65524
$01/FF3C BF 80 21 7E LDA $7E2180,x[$7E:2260] A:2002 X:00E0 Y:0086 D:0000 DB:01 S:01F2 P:envmxdizcHC:0716 VC:000 00 FL:65524
$01/FF40 0A          ASL A                   A:2002 X:00E0 Y:0086 D:0000 DB:01 S:01F2 P:envmxdizcHC:0724 VC:000 00 FL:65524
$01/FF41 0A          ASL A                   A:2002 X:00E0 Y:0086 D:0000 DB:01 S:01F2 P:envmxdizcHC:0732 VC:000 00 FL:65524
$01/FF42 0A          ASL A                   A:2002 X:00E0 Y:0086 D:0000 DB:01 S:01F2 P:envmxdizcHC:0740 VC:000 00 FL:65524
$01/FF43 0A          ASL A                   A:2002 X:00E0 Y:0086 D:0000 DB:01 S:01F2 P:envmxdizcHC:0748 VC:000 00 FL:65524
$01/FF44 AA          TAX                     A:2002 X:00E0 Y:0086 D:0000 DB:01 S:01F2 P:envmxdizcHC:0756 VC:000 00 FL:65524
$01/FF45 A0 05 00    LDY #$0005              A:2002 X:00E0 Y:0086 D:0000 DB:01 S:01F2 P:envmxdizcHC:0764 VC:000 00 FL:65524
$01/FF48 E2 20       SEP #$20                A:2002 X:00E0 Y:0086 D:0000 DB:01 S:01F2 P:envmxdizcHC:0780 VC:000 00 FL:65524
$01/FF4A BF 84 A7 01 LDA $01A784,x[$01:A864] A:2002 X:00E0 Y:0086 D:0000 DB:01 S:01F2 P:envMxdizcHC:0788 VC:000 00 FL:65524
$01/FF4E C2 20       REP #$20                A:2002 X:00E0 Y:0086 D:0000 DB:01 S:01F2 P:envMxdizcHC:0804 VC:000 00 FL:65524
$01/FF50 29 3F 00    AND #$003F              A:2002 X:00E0 Y:0086 D:0000 DB:01 S:01F2 P:envmxdizcHC:0812 VC:000 00 FL:65524
$01/FF53 18          CLC                     A:2002 X:00E0 Y:0086 D:0000 DB:01 S:01F2 P:envmxdizcHC:0820 VC:000 00 FL:65524
$01/FF54 69 00 02    ADC #$0200              A:2002 X:00E0 Y:0086 D:0000 DB:01 S:01F2 P:envmxdizcHC:0828 VC:000 00 FL:65524
$01/FF57 09 00 20    ORA #$2000              A:2002 X:00E0 Y:0086 D:0000 DB:01 S:01F2 P:envmxdizcHC:0836 VC:000 00 FL:65524
$01/FF5A 8D 18 21    STA $2118  [$01:2118]   A:2002 X:00E0 Y:0086 D:0000 DB:01 S:01F2 P:envmxdizcHC:0844 VC:000 00 FL:65524
$01/FF5D E8          INX                     A:2002 X:00E0 Y:0086 D:0000 DB:01 S:01F2 P:envmxdizcHC:0852 VC:000 00 FL:65524
$01/FF5E 88          DEY                     A:2002 X:00E0 Y:0086 D:0000 DB:01 S:01F2 P:envmxdizcHC:0860 VC:000 00 FL:65524
$01/FF5F 10 E7       BPL $E7    [$FF48]      A:2002 X:00E0 Y:0086 D:0000 DB:01 S:01F2 P:envmxdizcHC:0868 VC:000 00 FL:65524
$01/FF61 A9 20 22    LDA #$2220              A:2002 X:00E0 Y:0086 D:0000 DB:01 S:01F2 P:envmxdizcHC:0876 VC:000 00 FL:65524
$01/FF64 8D 18 21    STA $2118  [$01:2118]   A:2002 X:00E0 Y:0086 D:0000 DB:01 S:01F2 P:envmxdizcHC:0884 VC:000 00 FL:65524
$01/FF67 28          PLP                     A:2002 X:00E0 Y:0086 D:0000 DB:01 S:01F2 P:envmxdizcHC:0892 VC:000 00 FL:65524
$01/FF68 60          RTS                     A:2002 X:00E0 Y:0086 D:0000 DB:01 S:01F2 P:envmxdizcHC:0900 VC:000 00 FL:65524

The code is all the same except for these 2 lines:
Code: [Select]
$01/FF61 A9 20 22    LDA #$2220              A:2002 X:00E0 Y:0086 D:0000 DB:01 S:01F2 P:envmxdizcHC:0876 VC:000 00 FL:65524
$01/FF64 8D 18 21    STA $2118  [$01:2118]   A:2002 X:00E0 Y:0086 D:0000 DB:01 S:01F2 P:envmxdizcHC:0884 VC:000 00 FL:65524

With this code you shouldn't need to add this to your string:
FE 0B 0D 20
FE 13 0D 20
FE 1B 0D 20

Here is the patch:
+bug+#4+fix.ips/file]http://www.mediafire.com/file/jw1x2yfjz4xldzl/Micro+Machines+(U)+[!]+bug+#4+fix.ips/file

30
Help Wanted Ads / Re: Micro Machines SNES bugs fix
« on: September 19, 2020, 11:28:12 pm »
I tried to reproduce bug #3 but I couldn't replicate the bug.
Do you have a picture of bug #3 and #4? Do you know if these bugs
occur in real hardware or bsnes?

31
ROM Hacking Discussion / Re: Strike Wolf and Police man mapper 36
« on: September 19, 2020, 03:40:29 pm »
It wasn't a question that needed answering. I was just letting you know
that there is no reason to post the same question in 2 different sections.
Your programming section post was obviously deleted by a moderator.
Not really sure why you are acting like you didn't post the same question
in programming section but, ok, if that makes you feel better. :cookie:

32
https://www.romhacking.net/hacks/5145/
is there a chance this SA1 hack could be ported over to Megaman X2?

That's a good question. I know if you remove all of the cx4 chip features you can add the
sa-1 chip. But can you use both chips at the same time?

33
ROM Hacking Discussion / Re: Strike Wolf and Police man mapper 36
« on: September 16, 2020, 09:21:36 am »
Why ask this in the ROM Hacking Discussion section and the Programming section? :huh:
There is no reason to post the same question in 2 different sections.

34
there is no rom size restrictions.
Maybe I'm mistaken but this is the features for the nes everdrive:


@Cyneprepou4uk
Here are the latest supported mappers:

35
Personal Projects / Re: Mega Man X custom stages
« on: September 16, 2020, 09:06:09 am »
I think I might have been mistaken about the event for the bats because
I didn't see one when I did a play through.

I pm'd you some of my mmx patches.

36
Personal Projects / Re: Mega Man X custom stages
« on: September 13, 2020, 03:01:55 pm »
I might be mistaken but I think there is a event that makes the bats fly away but I’m not sure if the editor supports it if there even is a event for it.

Completely new enemy sounds great! Do you have anything in mind? Do you do any sprite work? If you don’t have anything yet for a mini boss I might have something if there is a spriter willing to help. I have a mini boss that I never completed but he is a interesting one if he ever gets finished.

I’ll see about putting some of my mmx stuff together. If you haven’t seen it your in for a treat :happy:

37
Personal Projects / Re: Mega Man X custom stages
« on: September 13, 2020, 08:22:07 am »
Awesome! Looking forward to the next update.

The only other thing that I seen that might be a issue is the 2 bats by the leg upgrade. They could hit you when you talk to dr light.

I know my feedback probably hasn’t been favorable. I’m no master wordsmith like FAST6191 :-[ but hopefully my not so favorable feedback with some of the things that I point out will benefit you into some more favorable feedback :)

It would be nice to see some before and after pictures of the levels when you make new ones if that is possible. I’m also interested in hearing your ideas and how much you have planned for mmx. Not sure if you have seen some of the things that I have worked on for mmx but they might interest you.

38
Personal Projects / Re: Mega Man X custom stages
« on: September 10, 2020, 11:44:54 pm »
L dashing is so much better than using A to dash, because it frees your fingers up to dash, jump and shoot at the same time without having to rock your thumb awkwardly or do the "claw" with your thumb and index finger.
Have you ever tried using your left thumb for the d-pad and your right index, middle, and ring fingers to dash, jump, and shoot? I don’t use my right thumb at all to press any buttons and I destroy everything in my path with ease.  :laugh:

Even off the wall is very easy for me with that method. I play with the original button settings like that but everyone has their own way of playing.

@bosn
Here are a couple things for that level.

The vram and color palette is not correct in the beginning of the game for the flying bug and the snowball when going to the left.


Also towards the end of the level when the snowball hits the wall.

39
Yes.
It is super simple. ;)

In that hex editor for the snes debugger I posted change
rom to ram.

00:0086 Is the same as 7e:0086

00:0086 is where the value is stored for the current level

create a savestate right before you kill the 1st boss

kill the 1st boss and watch that value change at 00:0086 as it’s going to the next level

reload savestate kill 1st boss again and change the value at 00:0086 to something like 01, 02, 03..... and see what happens

You need to run a trace before the value at 00:0086 changes to catch the code that you need to edit

If you don’t know how to trace the code then thats when you come back here and say:

How do I run a trace to catch the code?

And someone will say.........


I can show you the path but it is you who must walk the path
my friend ;)

You can do it :)

40
I don't know how this is useful without a custom ROM (or an ACE exploit), though.
Could the custom rom be in between the cart and the console like a game genie?

September 07, 2020, 04:09:56 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Am I the only one that noticed what just happened?
Seems like a bot was all in this page with those reads jump then stop so quick. Very strange  :o

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